Erdan Greycastle

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Erdan Greycastle📃 - Half-Elf : Lvl 4 Wizard(School of Evocation) HP: 18
Languages: Common, Dwarvish, Elvish, Goblin, Sylvan Profs: Arcana, History, Insight, Investigation, Nature, Perception
Spells: Fire Bolt , Gust , Ⓡ Comprehend Languages , Disguise Self , Ⓒ Expeditious Retreat , Ice Knife , Magic Missile , Shield , Thunderwave , Color Spray , Ⓡ Find Familiar , ⓇⒸ Detect Magic , Acid Arrow , Ⓒ Locate Object , Ⓒ Web , Mold Earth , Mage Hand

StrDexConIntWisCha
+0 (10)-1 (8)+1 (12)+5 (16)+4 (14)+2 (15)

Spells #

Acid Arrow #

🔎 Acid arrow ➡️
LevelCasting TimeRange/AreaComponents
21 Action90 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Components: powdered rhubarb leaf and an adder’s stomach

Color Spray #

🔎 Color spray ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 RoundIllusionNoneControl

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Components: a pinch of powder or sand that is colored red, yellow, and blue

Comprehend Languages #

🔎 Comprehend languages ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourDivinationNoneSocial

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Components: a pinch of soot and salt

Detect Magic #

🔎 Detect magic ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self #

🔎 Disguise self ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 HourIllusionNoneShapechanging

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Expeditious Retreat #

🔎 Expeditious retreat ➡️
LevelCasting TimeRange/AreaComponents
11 Bonus ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
10 MinuteTransmutationNoneMovement

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Find Familiar #

🔎 Find familiar ➡️
LevelCasting TimeRange/AreaComponents
11 710 ftV,S,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationNoneSummoning

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Components: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

Fire Bolt #

🔎 Fire bolt ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationRanged2

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Gust #

🔎 Gust ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationSTRControl

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Ice Knife #

🔎 Ice knife ➡️
LevelCasting TimeRange/AreaComponents
11 Action60 ft / 5 ft SphereS,M *
DurationSchoolAttack/SavesDamage/Effect
InstantaneousConjurationRanged2

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Components: a drop of water or a piece of ice

Locate Object #

🔎 Locate object ➡️
LevelCasting TimeRange/AreaComponents
21 ActionSelfV,S,M *
DurationSchoolAttack/SavesDamage/Effect
10 MinuteDivinationNoneDetection

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Components: a forked twig

Mage Hand #

🔎 Mage hand ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ftV,S
DurationSchoolAttack/SavesDamage/Effect
1 MinuteConjurationNoneUtility

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Magic Missile #

🔎 Magic missile ➡️
LevelCasting TimeRange/AreaComponents
11 Action120 ftV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationNoneDamage

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Mold Earth #

🔎 Mold earth ➡️
LevelCasting TimeRange/AreaComponents
Cantrip1 Action30 ft / 5 ft CubeS
DurationSchoolAttack/SavesDamage/Effect
InstantaneousTransmutationNoneControl

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shield #

🔎 Shield ➡️
LevelCasting TimeRange/AreaComponents
11 ReactionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
1 RoundAbjurationNoneWarding

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Thunderwave #

🔎 Thunderwave ➡️
LevelCasting TimeRange/AreaComponents
11 ActionSelfV,S
DurationSchoolAttack/SavesDamage/Effect
InstantaneousEvocationCONDamage

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Web #

🔎 Web ➡️
LevelCasting TimeRange/AreaComponents
21 Action60 ft / 20 ft CubeV,S,M *
DurationSchoolAttack/SavesDamage/Effect
1 HourConjurationDEXControl

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Components: a bit of spiderweb